reformatted everything

This commit is contained in:
Pao
2023-01-22 04:09:03 +01:00
parent b6b010705a
commit 713c250af9
21 changed files with 325 additions and 348 deletions

View File

@@ -1,16 +1,17 @@
-- Helper for DropItem
function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
-- TODO we can use this when uninstall prost or when cutting
local full_primary_limb = side .. limb
local full_secondary_limb = side .. secondary_limb
return toc_data[full_primary_limb].is_cut and not (toc_data[full_primary_limb].is_prosthesis_equipped or toc_data[full_secondary_limb]) or
(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].is_prosthesis_equipped)
return toc_data[full_primary_limb].is_cut and
not (toc_data[full_primary_limb].is_prosthesis_equipped or toc_data[full_secondary_limb]) or
(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].is_prosthesis_equipped)
end
function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
@@ -27,13 +28,13 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
part_data.is_infected = true
player:transmitModData()
end
end
end
for _, v in ipairs(GetOtherBodyPartTypes()) do
if body_damage:getBodyPart(v):bitten() then
toc_data.Limbs.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
if body_damage:getBodyPart(v):bitten() then
toc_data.Limbs.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
player:transmitModData()
break
end
@@ -50,7 +51,7 @@ function TheOnlyCure.UpdatePlayerHealth(player, part_data)
for i, part_name in pairs(GetBodyParts()) do
if part_data[part_name].is_cut then
TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
end
end
@@ -78,7 +79,7 @@ function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
-- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something
if body_part_type:bandaged() then
is_bandaged = true -- this is useless
is_bandaged = true -- this is useless
bandage_life = body_part_type:getBandageLife()
bandage_type = body_part_type:getBandageType()
@@ -133,7 +134,7 @@ function TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name)
local body_parts = GetBodyParts()
body_parts[part_name] = nil
for _,v in pairs(body_parts) do
for _, v in pairs(body_parts) do
if part_data[v].is_infected then
return true
end
@@ -141,7 +142,6 @@ function TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name)
return false
end
-- MAIN UPDATE FUNCTIONS
function TheOnlyCure.UpdateEveryOneMinute()
@@ -182,15 +182,14 @@ function TheOnlyCure.UpdateEveryTenMinutes()
-- Updates the cicatrization time
for _, part_name in pairs(GetBodyParts()) do
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
end
end
player:transmitModData()
end
Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)